AE 2012 requests for chun

Not as good as her vanilla or super versions, but better than AE, so I’m not complaining. At the very least they removed the Ultra 1 glitch and made stomps easier and gave back the stun to sweep, so I’m somewhat satisfied. Her cons will always be there so far as SF4 is concerned, and I’m learning to live with that. Working with Juri and Rose as my alt characters.

my bro is a solid as hell rose, hate playing him. that slide :slight_smile:

Can you elaborate on this one? I know that corner juggle U1 does tend to drop out with Akuma/Dan, but I think that one’s been around since forever. If you use c. mk, do the U1 early (when they’re thrown a little high post EX legs), and not too tight in the corner, I believe U1 can still full juggle.

I like Rose :slight_smile: That’s all I’m gonna say… She’s good and can handle Chun pretty well in a lot of cases imo… Cos really neither can zone with fireballs (Rose recovers so slow HSU’s are like free damage and her reflect/absorb stop Chun) so its a very footsies based fight imo. And at footsies Rose has some great pokes at all ranges, her slide is effective as well. Plus Rose has insane corner pressure against Chun when spaced right, as does Chun, both ass on wake up…

However I think Roses actual set of normals whilst aren’t better than Chuns (probably about as good overall) are good for fighting Chun and her slightly better mid-screen pressure give her the edge in this fight. This is just in my experience (from both sides of the fight), Rose can press button and poke more freely than Chun as well. Rose is not a great character in many ways but she is great for people that want to learn footsies as hers are slightly easier to use effectively than Chuns…

Also in terms of 2012 Chun buffs, I think she has been buffed ok (cr.lk is insanely good now) but has moved down the tier list overall :frowning:

It’s almost like a 2nd mirror, very even. I personally love it, it makes me think. :lovin:

Hazanshu over her slow fireballs. She reflects yours. You can Ultra/Dash Ultra her fireballs and reflects. She can very easily Ultra or Soul Throw you when you forget your jump is floaty. Poke wars all around.

That’s exactly what I mean regarding the drop out. It also happens to Oni. That should have been fixed too in AE2012. I find that she ultimately still has 2 major problems. A Floaty jump and EX spin kick which should have 1-3 frame leg invincibility to counter cheap jump ins. Can’t stand jump short which winds up being stuffed into a crossup. That should bring her up in tier list without being op. If they ever do any more revisions whether to tweak or add more characters that what I think Chun needs.

Err Chun’s kinda meant to have those weaknesses, her floaty jump is a part of who she is, she’s not a jumpy character she’s a ground based footsies, whiff punishing and poking character hence her insanely good walk speed and dashes. As for EX SBK, yeah the hitbox on it does suck for its start up at least and I would have liked that improving in some way but I guess really its not an AA and is more of a GTFO me pressure breaker (again Chun’s very strong when standing up and is hard to pin down so getting knocked down is one of her weaknesses, hence she’s slightly better played defensively to avoid that situation and she does have focus backdash on wake up which is godlike), I mean look at it in SFxT its terri-bad as an AA but is insane as a pressure breaker (and it is her “Alpha” Counter) I think her buffs were ok but ultimately she dropped down the list due to how other characters turned out.

For me if I was to have asked for anything (even though it may seem too good) it would have been the suggestion Skatan made about making her cl.hk move a move that can be used anywhere (by holding back) as that would have been nice as an AA and to bait and the other thing that I’ve been thinking about recently was that her towards mk be either special cancellable or at least allow a st.lp to be chained off it. As it would then be a useful tool for poking over low moves that beat out st.mp, as it is its not the worst footsies tool but it gets very little use in general although I am trying to work it into my game a little more. If only cos its something Chun has that people don’t really expect to see, I’ve had some success landing it at its tip then pressuring with st.lp, st.mp xx Special but without it been exactly safe and without it leading to anything (not that footsies pokes have to lead to anything) I still find it not exactly legitimate

I see what your saying about having those weaknesses in terms of her floaty jump…With CL.HK, do you mean act like AA similar to Dhalsim AA knee? If so that would be a good alternative. I’ve seen you’re youtube and I never considered the cl hk like that esp towards shotos opt select where on wake up dp/throw tech.

b.hp and b.hk would be so sick, and divekicks too of course

I’m against b. FP acting as cl. FP. I wouldn’t wanna lose comboing into far fierce into super for another situational anti-air that I can usually eyeball and do it when the opponent’s in the right spot.

B. HK as a quick cl. HK is less of an adjustment imo and would still be good for AA at awkward angles. I’d still want cl. HK as well. So basically to still use far HK you’d just have to go neutral just like far MK.

By the way, some friends showed me this:

… I lol’d. Japan really doesn’t care about Chun.

Man d/f +lk should just change to cl. hk with juggle properties (or her signature launcher kick with quick startup and juggle properties). :rofl:

As long as there’s Zangiefs, Balrogs, shotos, etc. running around I’m in brisk business. The m/u’s I’m just starting to grasp, and at the worst, there’s always alts to help out if it really doesn’t work out. I feel I’ll gut it out for as long as I can.

You’ll have to make her worse than Roll tier to stop me from using her in this game. And maybe not even then. People just like to whine and quit too easily.

i think she is awesome.

the only reason she doesn’t win tournaments is she does a little too little damage, but otherwise she has an amazing skillset that rerquires so much patience and judgement thats its great to watch.

but in a game that is dominated by offensive powerhouses like viper, seth, akuma, rufus etc. it really make a balanced, pateince playstyle pointless at the highest levels.

Her damage potential is fine, it’s just her conversion ability from the more practical openings that suck for her. Practical meaning something like through footsies without a charge. If you can get a cl. hk or cr. hp into legs combo, then her damage matches those characters, but at higher levels that becomes more unreliable to be getting that close all the time with nothing to back it up for pressure (i.e. a divekick/burnkick, kara-grab, cmd grab, DP FADC).
Up close you can try to open them up with the frame trap game but even that’s not as scary without like a kara-grab to force them to guess tech or whiff a normal/DP instead of late tech.
What she does have is a few overheads and cr. hp xx legs for chip pressure. Those just aren’t as strong as some other character’s pressure tools because she’s not primarily that type of character. You can play that way, but the to get the most out of the character you have to combine that with her poking/zoning game.

She’s got good pokes for whiff punishing and stuffing people at long range… wearing people down over the course of the round, but she’s not getting much else off of it without charge and a super. So if your opponent is really patient and just blocks it most of the time, it’ll be hard for her to get any real damage from what’s supposed to be her strongest suit. You pretty much have to go in to score fat damage. I use b+mk target combo to help but it’s not the answer for everything at that range and it’s still 9 frames in AE2012 (I think it’s 6 in SFxT).
Example: My friend West is making Gen’s poking game match Chun’s and he’s got a better damage conversion rate from it without needing to charge.

Anti-airs: They’re okay, but not a very strong deterrent for jump-ins anymore without d/f+lk leading to favorable trades. All they need is one good jump attack to get all the damage back.
They’re definitely not as effective in her zoning game as Guile’s or Sim’s.

Air to airs are pretty much the same as they’ve been since OG SF4, but they gave some characters air Ultras to mess with that. Being part of her situational anti-air game, it hurts to be deterred from doing those by the threat of losing half life so dealing with jumpins became a little harder in those matches.

I think pretty much anything to compliment the strong parts of her game to really scare the opponent at any point in the round would be a big push for Chun. But I don’t think SF4 will be updated anymore, so we gotta work with what we have.

jumping fierce double punch --> ultra 2

the jumping fierce punch is very fast and wins in many situations. just be careful for stupid shit like Ryu/Ken’s jumping roundhouse though

Does anyone know if Capcom is reading any of this?

yes of course i´ve talked to ono every day

Me too.